This update finally completes my goal to have the game work without dialogue trees, and fully voiced and lip-synced characters briefing you and giving you mission objectives. It's been a long time that I have wanted to do this, since I started this project back in 2010 so I am very excited its finally happened. The game still is, and always will be a very short little story of 1-2 hours gameplay, and up to 10-20 hours of exploration if you really want to see every detail the world has to offer. But I am happy with that, and would rather keep the game short so as to focus on making it as good as possible. For my first project, and for a free game - I am extremely proud to share this update with you all! [As always, the update features the main core focus points, as well as a bunch of new features such as survival mode, a new introductory story cutscene and the usual bunch of polishes and improvements.]
1. The main scientist character in the office is now fully voiced and lip-synced, with mission objectives now being given in a cinematic fashion without dialogue trees and also with player character voiced responses, making the game finally feel consistently rounded off in all its NPC interactions mission briefings.
2. Removed all third party dialogue system plugins, improving performance and project consistency.
3. New introduction cutscene/slideshow which can be watched from menu to allow more story context.
4. New arcade survival mode. A total carnage mode with non stop attacks and endless ammo with no saving, scavenge to survive and try to last as long as possible. In Survival mode, ammo drones also reset every few minutes and you also start the game with the flamethrower chainsaw as an emergency backup weapon. You will however, need to finish the story campaign
5. Mbawula [Barrel Fire]'s can now be lit using a lighter or matches, and will also trigger the camper achievement instead of only using campfires.
6. Added more NPC interactions with the scientists in the secret lab.
7. Added a few more NPC character's aboard the arcadia.
8. Lighting fires now also gives XP points.
9. Improved grenade launcher firing FX.
10. Improved grenade launcher explosion audio.
11. Removed unnecessary ammo drone tool tip from loading screen.
12. Removed a few enemy speech audios that didn't sound as good as the others.
13. A few more pieces of new music, rounding off the games soundtrack.
14. Fixed weird textures on big city dumpster lid.
15. Optimized scripting and updated some deprecated API calls.
16. Removed more unnecessary meshes.
17. Added asynchronous loading for audio clips so that instances such as loading distress signal after turning on generators in Mission 1 doesn't cause game to stutter.
18. In addition to the cinematic voicing and lip-syncing in point 1, when players reaches the caves there is a new audio transmission explaining things in detail which also helps make the general cave journey more interesting.
19. ADS Gun Sway now tightens up when going into bullet time.
20. New textures & "Sdudla" brand name for crushed takeout boxes.
21. Removed some floating ammunition, meshes and decals.
22. New Steam community icon.
23. Optimized mbawula/barrel fire geometry.
24. Fixed issue with lip-syncing system lagging the first time it is loaded.
25. Fixed missing roof colliders in Arcadia.
Organosphere V0.9.6.0
Achievement Hunters Edition
New achievement hunter friendly gameplay, tactical air strikes, mega score multipliers, new underground environment and so much more! This update aims to bring the game to a stable play without the need for more updates in the coming months until new major plans are made. [Detailed at the end of the list.]
NEW FEATURES
New Tactical Air-Strikes! Drop a tactical air-strike by pressing "X"[or whichever key you bind it to] and selecting the location. 3 payload ships will arrive from the arcadia and drop 6 bombs each totaling 18 explosives on your desired location. Requires a cooldown period and is limited per session but effective at long ranges.
Score Multiplier for all XP has been greatly increased. So all scores made now will be much larger than before, allowing the leaderboards to be shaken up a bit.
New underground Sewer Level, which can be accessed through one of 8 different manholes throughout the city, which will allow you to enter the sewers at that respective point. Inversely, each exit from the sewers will bring you up to the city at that manhole point. So it can be a great way to travel between locations in the city undetected by enemy soldiers.
Haibonium Triangulator now leads you directly to the source of the haibonium in the final city mission with a waypoint as long as the PDA is enabled, as numerous players found following an audio-only cue frustrating. Additionally, although it might make the last mission shorter it does make it more friendly to those who are hearing impaired. And there is still plenty of gameplay to be had hunting achievements and finding secrets.
New Tutorial Holo-Deck aboard the Arcadia, accessible from the main menu. A great place for new players to learn about the more unique gameplay mechanics of Organosphere and how to best utilize them in combat as well as familiarize oneself with the controls without the constant harassment of enemies.
NEW CINEMATIC & LORE IMPROVEMENTS
Improved some NPC voices on the arcadia space ship.
New end game cutscene.
New game soundtrack.
New loading screen images for the Arcadia spaceship.
New literature packed with lore aboard the Arcadia to read.
NEW ACHIEVEMENTS
Pain From Above - Perform a tactical airstrike on enemy soldiers. To get this achievement, you will need to destroy enemy soldiers using the new air-strike mechanic.
Sewer Count - Enter the sewers. To get this new achievement, simply locate one of the manholes in the city and enter the new sewer location.
NEW ACHIEVEMENT RULES
In order to not cause chaos with the system and people who already achieved the seasonal achievements, instead of deleting the achievements which can cause strange behavior in steam such as blank icons on the client page, seasonal achievements have simply been repurposed so that achievement hunters can acquire 100% game completion without needing to wait for holiday events or load a different seasonal build. While the achievements have been repurposed and renamed, any people who already achieved the original achievement during a holiday event will keep the achievement even if they have not met the new rules for it. This will be the last time achievements are repurposed as moving forward the game will now always be 100% completion achievable in a single season/build all year long. Thank you for understanding, and a big thanks to all the achievement hunters for helping me come to this difficult decision!
The winter headshot achievement now runs all year round which was previously known as "Winter-Wipeout" for acquiring 100 headshots during a winter event, now known as "Head Hunter" and can be achieved simply by acquiring 50 headshots regardless of season or event. The best way to achieve this is after completing the game using the spawned zombie soldiers as target fodder.
The "Beetle Buster" achievement previously for killing 100 Xmas beetles during the Xmas event, is now called "Beetle Barbeque" and can be achieved all year round by killing 100 of any insect type enemy with the flamethrower weapon attachment. (Or by using the flamethrower chainsaw weapon)
The "Christmas Box" achievement, previously awarded for locating all 12 Xmas collectibles during the Xmas event is now called "Book Worm" and is awarded for location all 12 pieces of lore/back story reading material aboard the Arcadia. Helpful waypoints in the mini-map will help you locate them as well.
The "Ke Dezemba Boss" achievement, previously awarded simply for visiting your spaceship during Xmas. Which never required much effort at all, especially since you already got the low-effort achievement "Arcadia" just for visiting the spaceship- is now known as "Swat Team" and can be achieved by shooting a wasp or mosquito with a grenade launcher. Try not to kill yourself in the process! (You'll still get the achievement though.)
The "Springtime Scavenger" achievement, previously awarded for finding 100 eggs during an Easter event is now known as "Scorpion Scorcher" and can be achieved by killing one of the large red scorpions using an exploding red barrel of fuel.
The "Mozzies Attack!" achievement, previously awarded for killing 100 mosquitos during a summer event (which is the only time mosquitos would appear in game) will keep its name, only that now mosquitos will be found in the new sewer environment Killing just 20 mosquitos at any point will now trigger this achievement. Players who previously killed 100 mosquitos during the last summer event will not need to kill any more to re-achieve the achievement, although they will still need to at least enter the sewers to obtain the new "Sewer Count" achievement.
Additionally, in non-seasonal related achievement changes:
The "Sam I Am" achievement, previously awarded for arbitrarily locating a secret pizza, now requires you to locate secret operative Sam. Players who already found the pizza will not need to find secret operative Sam in order to get the achievement again, but we still encourage finding him for some helpful provisions. (Character photo-scanned from one of our players who is always contributing towards testing, and can be found aboard the arcadia - the secret pizza still exists in the office however but no longer gives the achievement.)
Requirement for "Jackpot" achievement is now "Obtain a score of over 10,000,000 points" to match the new score multipliers. Players who previously obtained the achievement will not need to re-achieve it however, but its also worth noting that it is quite easy to achieve this kind of score with the new multipliers. (I managed to get 100,000,000+ quite easily in a single test playthrough without point farming too heavily and just sticking to objectives and achievements.)
The "Looting Spree" achievement now only requires 100 inventory items to be looted instead of 200.
It is worth noting that achievements can not be triggered during the tutorial, even though many achievement actions such as using your vehicle or performing air-strikes feature in the tutorial. In order to get the achievement they must be performed in the line of duty.
NOTE: Seasonal events will still occur, just moving forward they will only be for aesthetic and score purposes, as well as being activated automatically by the computers system clock. No achievements will be seasonal locked moving forward. Including the new Halloween event coming up.
ADDITIONAL FIXES/IMPROVEMENTS
Improved tooltips for bike spawn.
Tooltips now stay a few seconds longer.
Improved chainsaw blade audio as well as impact SFX.
Kill notifications now show accurate score representation based on current score multiplier.
Optimized flying insect movement code.
Increased size of laser sight attachment red dot reticle.
Improved rendering performance on Arcadia spaceship.
Discovery tooltips all uppercase for consistency.
Fixed issue causing the use of the freeze ray inside the nature reserve to prevent Green Peacekeeper achievement from being achieved.
Fixed issue causing achievement for exterminating all enemies in nature reserve to be unachievable with new nature reserve layout causing some enemies to be stuck.
Fixed issue causing freeze ray to freeze lake in nature reserve. As cool as it would have been if it worked properly. [Maybe one day]
Fixed issue of scorpions in nature reserve not freezing properly.
Fixed issue of scorpions in nature reserve not actually attacking you when within range.
Removed weird "Old Book" meshes with missing triangles found around the city.
Fixed issue causing "Fokken Prawn" achievement to be achieved if soldiers kill a parktown prawn instead of you doing it yourself.
Fixed issue of soldiers killing parktown prawns causing you to unfairly gain XP for their hard work.
Optimized scripting and method operand ordering.
Fixed internal exceptions relating to zombie soldiers having no death audio but it attempting to trigger anyways.
Added a more creative/descriptive post-game message after completing the game.
Fixed missing colliders on pharmacy door.
Improved A.T.V. lighting at night.
Fixed issue of end game boss health bar re-appearing over the loading screen once defeated.
Flamethrower no longer breaks open boxes or other such unrealistic flamethrower based actions.
Fixed issue of being able to call spawn vehicle action while it is currently spawning.
Fixed issue of location discovery text not showing the correct amount of XP earned.
Fixed a terrain area near the Haibonium pickup location with missing grass and improved some nearby foliage detailing.
Optimized city scene memory footprint.
Fixed issue of frozen shattered enemies spawning ice cubes with too much velocity that knocks you away if too close.
Error audio cue when trying to call bike spawner during a state that you cannot.
New inventory icons/artwork for mageu & chips.
Optimized game loading system so that it doesn't read the save file 3 times at once for no reason.
Made submit score on level exit as well in case player exits without remembering to save game.
Fixed some one sided glass in one of the building interiors that could only be seen from the outside.
New enemy models that fight alongside the final boss, I won't say too much about that so as not to spoil the ending for those who have not finished the game yet though.
Fixed numerous floating meshes and meshes obscured inside buildings that have no opening and were never seen.
Some new secrets and Easter eggs which which I won't list because they wouldn't be very secret then now would they.
And as always, many other small fixes, improvements and internal bug fixes too numerous too mention.
FINAL WORDS
As explained in the new rules for the "Sam I Am" achievement, most of the characters in the game especially on the arcadia are created from fans of Organosphere [and a few local legends] using our special photo-scanning technology, so if you want to join the crew as a character in the game let me know! There are only a limited amount of slots left.
This update aims to keep the game stable and enjoyable without the need for any major updates in the coming months as I have many other projects I need to work on. There are no future plans at this point to add any more achievements or game mechanics.
The next major update after this one will be after Halloween and focus solely on improving the games story telling, as well as adding better NPC animations and voice acting to the main quest givers located in the city, as well as adding more lore and better cutscenes to make the games story come to life better. Until then, happy adventuring and please do post all your comments, feedback and suggestions in the comments below or in the discussions forum, I will personally read every single bit of feedback sent through to me and do my best to take it into consideration.
With V0.9.6.0 now complete there are only 40 more updates [4 major 0.9.X.0 updates with 10 0.9.X.X patches each] planned until the game is considered "Complete" with the very final V1.0.0 version looking to be launched some time next year after many years of development. Thank you all for being a part of this journey!
- Twelv
Organosphere V0.9.5.4
Organosphere V0.9.5.4
A new improved A.T.V., a new grenade launcher attachment and many bug fixes, optimizations & game improvements.
1. Added new Grenade Launcher weapon attachment making the new total amount of different possible weapon combinations 72. Limited to 3 grenades per level/life session. 2. New improved Quad Bike 3D Model as well as improved ATV animations, IK and driving. 3. Removed colliders on some small bushes which made driving the ATV/Bike in certain areas a nightmare. 4. Fixed issue of being able to bring up vehicle spawner while already on a vehicle. 5. Added option to disable post processing for better performance and a brighter image. [If desired] 6. Made nature reserve always accessible after soil & water mission not only during and after campaign completion. Enemies will also respawn here every time, which can be used to a players advantage for point farming just as all insect enemies respawn throughout the game currently. 7. Added FPS settings to set desired framerate or uncapped FPS. To use this feature use the new "Target Framerate" button in the options menu to select between 30FPS,60FPS and Un-Capped FPS for as fast as your GPU will allow. NOTE: This will only work if VSYNC is turned off. Otherwise the game will attempt to sync to your monitor refresh rate and ignore the target framerate. Use VSYNC only if you are experiencing screen-tearing. 8. Further shotgun audio improvements. 9. Made "Low" graphics setting display textures at 1/4 resolution for older PC's struggling to get above 30FPS. Also made further optimizations for this quality level. [Not recommended for modern systems as it might look really bad but worth it for older laptops with less than 2GB memory etc.] 10. Fixed logo and other textures from lowering in quality when game graphics quality is lowered. 11. Fixed the last remaining compiler warnings. 12. Slight main gun reload animation improvements. 13. Fixed some problematic mesh colliders that were causing console issues. 14. Slight shadow optimizations for low/medium GFX settings. 15. Winter event will conclude 1 August. More info to follow soon on upcoming events as well as the future of Organosphere. 16. Removed some unnecessary models from the city that weren't adding anything of value the scene. 17. Fixed some low resolution textures on main weapon. 18. Changed god mod cheat code to something easier to type. [Available only on request.] 19. Improved main weapon texture as well as normal/roughness/metallic maps for more realistic physically based rendering and quality. 20. Improved main weapon HAMR scope zoom z position appearance. 21. Fixed issue of double barrel attachment firing 2 bullets but only spending 1 bullet from ammo. 22. Drastically stabilized weapon kick back/up for quad rotating barrel attachment. 23. Stabilized main weapon barrel attachment type kickback. 24. Fixed issue of vehicles only using WASD not using the custom user movement button bindings. 25. Handbrake for vehicles no longer hardcoded to "spacebar" and now binded to user custom control key binding setting for "Jump" which is originally spacebar usually anyway. 26. Fire/ADS Scope mouse buttons can now be reassigned, for either left handed players who simply wish to switch the buttons around or for players who wish to bind them to keys instead. 27. Fixed issue of secondary weapon attachments such as flamethrowers/shrink/freeze rays etc. being hardcoded to left mouse button instead of binded to player custom control choices. 28. Fixed issue of it being difficult to assign R mouse button to an action in custom controls because as you click the button to assign it also clicks the control assignment button. 29. Fixed some internal menu "Cannot play a disabled audio source" error messages. 30. Added new UI "Laser Dot" U.I. crosshair for slightly improved immersion when using the no-scope/laser sight attachment. 31. Optimized internal hair tessellation computation shader code for slightly improved performance when hair is being rendered. 32. Fixed issue of switching weapons with certain barrel types equipped resetting the individual battel kickback amount. 33. Built a handy editor tool(and utilized it) to help remove all un-used static meshes in the scene and optimize memory footprint and performance. 34. Improved main weapon sprint animation positioning. 35. Made HAMR Red-Dot sight smaller/more accurate. 36. Added 4 color presets + 1 custom setting configuration for post processing color grading settings. 37. Added parktown prawn death audio SFX. 38. Made frozen enemy shatter ice-blocks smaller. 39. Made resolution dropdown only show resolutions relevant to the current screen's aspect ratio. 40. Improved double barrel attachment audio. 41. Fixed issue causing soldiers to shoot at parktown prawn corpse endlessly after it is killed by player and discovered by enemies. 42. Fixed issue causing parktown prawns to be invincible from soldier fire. 43. Nature reserve now persists time of day from previous map and no longer forces night time on exit. 44. Fixed some issues causing low quality reflections to be too bright. 45. Fixed some terrain seam issues in the tea-garden area of the map near spawn location. 46. Fixed some physics items that were marked as static causing invisible bouncing objects near the dormitory area of the map near the library. 47. Optimized scene memory and rendering by removing all redundant materials and replacing single use materials with commonly used ones. 48. Simplified mini-map appearance for less U.I. clutter. 49. Fixed issue causing Freeze/Shrink rays to still be fireable even when the main weapon is not selected. 50. New game default GFX settings. Purely a recommendation, feel free to tweak as you wish! 51. Added brightness settings for the player torch when using custom color grading settings, as well as individual torch brightness settings for each new color grading preset. 52. Cleaned project further of un-used assets/shaders/scripts to speed up loading/development time. 53. Fixed issues causing sun to immediately set again on wake if a player sleeps during the night to wake up at sunrise and vice versa. 54. Game H.U.D. and Mini-Map can now be disabled/enabled separately. 55. Fixed all internal missing mesh reference errors in gun muzzle flash. 56. Custom muzzle flash positions for each barrel attachment type when using main customizable weapon. 57. Fixed issue with location finder waypoints looking strange off-screen instead of showing directional arrows. 58. Optimized motorbike rendering. 59. Fixed some obscenely large bins near the Mission 1 objective point. 60. Enemy soldiers will now cry out in pain when destroyed 50% of the time. 61. Added an auto-save checkpoint after turning on the diesel generators in Mission 1 before soldiers attack. 62. Fixed issue with flying insect enemies still being able to attack when frozen. 63. Removed all unused variables, functions and coroutines from code base. 64. Slightly balanced enemy soldier health more. Headshots still do 100% damage though. 65. Fixed issue causing bike spawner being able to be brought up using the shortcut key when spawner is out of range when in locations such as Nature Reserve/Office etc. 66. Fixed crosshair overlapping inventory menu. 67. Re-worked Steam store page description and info. 68. Fixed issue causing mouse cursor to sometimes show in office when returning from a mission. 69. Fixed issues with haibonium triangulator clipping into camera when sprinting as well as appearing on PDA with a delay. 70. Fixed issue causing scope effect to stay on screen during death if player was scoped during death. 71. Fixed issue causing inventory screen to be washed out when playing with HUD disabled. 72. Made bullet hole decals smaller and better proportioned in size to their effect 73. Fixed issue causing "Squish" achievement to be acquirable through stomping a shrunken non-enemy entity such as an exploding barrel. 74. Adjusted parktown prawn A.I. to match the level of intelligence as scorpion enemies, which is to say that if a path to the player can not be made, such as the player on top of a vehicle the insect cannot reach, it will attempt to retreat and not allow itself to be a sitting duck. 75. Removed intersecting hip ammo pack on player hip that clipped through hands in introduction screen. 76. Improved realism and feel of kickback recoil when using the double barrel attachment with main customizable weapon. 77. Made double barrel attachment have shorter range than other barrels to compensate for its high damage ratio. 78. Player/Vehicle lights will now go on at 5PM instead of 6PM. 79. Re-mapped flamesaw hotkey to "6" instead of "7" as the heavy sniper previously located in "6" is no longer available as it is made redundant by the new main customizable weapon. 80. Added point light to A.T.V. for better visibility at night similar to current bike situation. 81. Fixed weird halo issue when being shot off bike at night as vehicle goes into distance. 82. Fixed issue with long unstable load times after completing game end cutscene going back into sandbox mode. 83. Fixed color grading and visual appearance for end of game final cutscene. 84. Fixed some culling issues with a big skyscraper visible from the starting strip that could cause missing windows from a distance. 85. Improved nature reserve appearance by making it extremely densely populated with trees and other foliage. 86. Improved lighting in nature reserve level. 87. Fixed issue with inventory screen sometimes flashing for 0.1 seconds on first use as it scales screen size. 88. Increased resolution of inventory slot backgrounds for improved appearance. 89. Optimized enemy bullet code as well as added bullet "whizz" past audio when bullets fly past your head.
Note: The next update after this one is going to focus exclusively on achievements, and making the game "Achievement Hunter" friendly by making all achievements available from the base game without needing to wait for specific holiday events such as Xmas/Easter etc in order to get 100% game completion.
Organosphere V0.9.5.3
Organosphere V0.9.5.3 - Quality of life update
1. New achievement for performing a headshot while using adrenaline/bullet time. 2. Added a new double barrel type attachment to the main customizable weapon. Now bringing the total amount of different gun variations to 60. [5 attachments x 4 barrels x 3 magazines] 3. Improved main weapon details. 4. Added an extra bonus score payout of +2,500,000 for completing the game. 5. "Jackpot" achievement score requirement has been increased from 40,000 to 1,000,000. 6. Removed unnecessary assembly dependencies. 7. Neatened entire project C# codebase. 8. Made game start not in spaceship but on city, based on user stats analysis plus it also makes the achievement for visiting the spaceship pointless. Spaceship still always available through the beam-up platform. 9. Fixed a small issue with Parktown Prawn animation speed. 10. Optimized A.I. Drone CPU usage. 11. Fixed issue with winter mode not being applied. [Minimal flying insect enemies] 12. Fixed issue with missing wasp corpse pieces. 13. Begun implementing a system for seasonal events (Easter, Xmas, Winter, Summer, Halloween etc.) to automatically start without the game needing to be updated. This also allows achievement hunters an easy way to get all seasonal achievements in a single time period simply by adjusting their PC clock. This system will become active from 2024 after the 2023 XMAS event. 14. Once the game is completed, a larger amount of zombies will now roam the city instead of only in the gravesite. 15. Adjusted the post- game zombie soldier skull masks appearance slightly. 16. Removed some unnecessary text label that was being cut off in inventory screen. 17. Fixed Haibonium triangulator radar from rotating while game is paused. 18. Added U.I. sounds for selecting weapon customization options. 19. Improved weapon customization U.I. 20. Added a text description for each weapon customization element to help users understand their functions and purposes. 21. Made silencer barrel attachment attempt to negate enemy alert routine when firing to behave closer to an actual silencer in close distance combat when sneaking. It is also worth noting that when sneaking on enemies it helps to be in a crouched state otherwise player footsteps alone can trigger the alert. 22. Improved extended magazine variation graphics slightly so that the magazines don't just look like stretched out versions of each other. 23. Zoomed out weapon customization camera for a better view of the weapon. 24. Improved clarity of "Red Dot" laser weapon attachment option. 25. Shrink ray now also makes enemies die from one shot instead of only being affected by stomping. Stomping still required for the "Squish" achievement though. 26. Simplified custom weapon background to not hurt ones eyes or brain too much when choosing attachments. 27. Fixed issue with wasps not counting towards total kills ever since the previous XMAS/Summer events ended. 28. Fixed issue causing Flamethrower chainsaw to no longer appear in the office making the "Extra" crispy achievement impossible to get. 29. Removed/repurposed a superfluous achievement[Shell-Shocked] to make space for more meaningful activities without also removing any achievement indexes. 30. Fixed issue with flying winter insects giving summer scores. [See summer/winter events] 31. Fixed issue with frying pans intersecting ground when swapping pick-axes found in city for frying pans. 32. Simplified melee "swap" modal window dialogue and decreased it's memory footprint. 33. Re-phrased "Exterminator" achievement terminology to represent the actual stats. [All kills, not just bugs.] 34. Fixed terrible icon for battery inventory item. Will eventually allow these to be used for crafting. [Currently a junk item] 35. Improved Haibonium triangulator appearance. 36. Added an "Inventory full" error message when trying to loot beyond the inventory capacity. 37. Fixed issue causing bike spawner to freeze when spawning on edges of highways and other precarious locations. 38. Fixed issue causing all mission souvenirs in your spaceship dormitory to be enabled from game start before the corresponding missions have been completed. 39. Fixed cyber-wasp appearances in final level and slightly decreased the amount of enemies in the core. 40. Added a reload drone to the final boss level to help with no ammo situations. 41. Fixed some floating trash geometry in the city level. 42. Fixed issue causing a UI overlap if user uses the office exit too soon after completing a mission briefing from the head scientist or in any other situation where a popup is triggered during a loading sequence. 43. Made office generator sound max distance falloff not audible from so far away while exploring the office. 44. Fixed issue with mouse cursor always spawning at level start when loading an office level. 45. Fixed issue with central info tooltips sometimes overlapping inventory. 46. Fixed mysterious waypoint to nowhere in office during final mission briefing. 47. Standardized UI Fonts to use only a singular streamlined font instead of multiple fonts for consistency as well as improved performance. 48. Added achievement for killing all enemies in nature reserve instead of running in and out with the soil/water samples. 49. Optimized a large amount of "Empty" transforms used as grouping agents to be less fragmented and use less memory. 50. Fixed issue with missing ATV lights at night when level starts at night due to travel time. 51. Added audio feedback for when confirming vehicle spawn. 52. Fixed issue with crosshair and other unnecessary UI elements displaying when in weapon customization mode. 53. Simplified sleep menu to match main game when sleeping in dormitory on spaceship. 54. Can now cancel bike spawn by pressing the bike spawn button again instead of just escape or tab. 55. Helpful tooltip on spawn location placement for when spawning bike if player does not know how. Will only fire once per level session. 56. Added new achievement for looting over 200 inventory items. ['Loot Looted' stat in PDA] 57. Added a new secret melee weapon. 58. Added responsive scaling to weapon customization U.I. 59. Fine-tuned variable magazine type bullet amounts. 60. Numerous performance micro-optimizations for smoother framerate and gameplay. 61. Changed default magazine to be the smaller amount. (30 bullets per clip) 62. Added a special shrink-proof coating to the spawnable vehicle to prevent it from accidentally being shrunk by the shrink ray, as well as also protecting it from ice and freeze ray damage. [Same has been applied to ATV as well.] 63. Fixed issue causing mounting vehicle while shrink/freeze/flame attachment is enabled to disable secondary fire. 64. Freeze/Shrink rays & flamethrower weapon attachments now cannot be fired while the weapon is reloading. 65. Fixed some missing/unassigned keyframes from the main weapon reload animation. 66. Flamethrower attachment for main weapon now shows its current charge level via a visible red bar on the weapon. 67. Fixed minor issue causing game stats to start at at 8% completion and 4 loots. 68. Improved shotgun reload sound audio quality. 69. Optimized weather manager dust color interpolation system. 70. Fixed some internal shader errors relating to shadow coordinates in player hair shader. 71. Realtime reflections are now always enabled. 72. Discoverable locations now give 10x as many points as before. 73. Discovering all locations in a playthrough now awards 1,000,000 points. 74. Discovering all collectible toys in a playthrough now awards 2,000,000 points. 75. Discoverable Locations now appear as waypoints on screen while the PDA is enabled to assist users in acquiring the explorer achievement. 76. Nature Reserve now accessible after completing the game for achievement hunting after the main campaign.
NOTE: The remainder of the 0.9.5.X update cycle will consist of 7 more smaller updates, focusing on any other small needed polishes, as well as adding more weapon customization options as well as a new ending cinematic. Once we reach the 0.9.6.X cycle, a month break from development will take place as we test more, moving into another year of development until mid to late 2024 by which time the game will be finally declared finished. Only once the game reaches 1.0.0.0 will it be considered finished, so expect at least another 40-47 updates before then. Future updates will also focus on character NPCs, voice acting, lip syncing and more fleshing out of the games lore and story through audio logs, text logs, emails & notes.
Organosphere V0.9.5.2
Organosphere V0.9.5.2
1. New shrink ray weapon attachment! 2. New achievement for squishing an enemy with your feet after shrinking them. 3. Optimized game performance and VRAM usage. 4. Optimized game download size and memory usage. 5. Optimized occlusion culling rendering performance. 6. Optimised game distance rendering on "Ultra" settings?? 7. Made silencer attachment larger/more realistically proportionate to the supression volume. 8. New custom subsurface scattering skin shader written from scratch for player arms. 9. Fixed issue with mouse invert option not saving. 10. New color scheme for weapon customization window.
Organosphere V0.9.5.1
Organosphere V0.9.5.1
A small update that focuses on adding a new FREEZE-RAY in celebration of our winter event!
1. Added new freeze ray attachment for custom weapon. 2. Freeze ray is rechargeable, acts as a secondary fire. 3. Can freeze enemies (and some random items) and then enemies can be shattered. 4. New BG U.I. for custom weapon view. 5. Access freeze ray attachment through custom weapon mode. [Default "F"] 6. Shattering any kind of enemy awards 9000 points. 7. New Steam Achievement for shattering a frozen enemy. 8. Optimized Ammo Drone memory footprint. 9. Mosquitos changed back into wasps. [Until Summer 2024]
This is one of many new updates coming, the goal is to create at least 120+ different possible weapon combinations so expect many more soon!
Winter Event
Organosphere V0.9.5 WINTER EVENT Here in Sunny S.A., well it just aint so sunny anymore. The bugs are all dying and its too cold to be outside - so to warm things up a bit, the rules of the game are changing ever so slightly for the next few months:
Due to extreme cold fluctuations, insect type enemies will be far less and attack less frequently. The new focus is on human enemies and headshots, and so thus for winter to get the season achievement the goal will be to score 100+ headshots against soldiers in a single playthrough.
A few small changes have also been made to the game: 1. Headshots now award 5000 points. 2. Headshots now have a distinct sound/audio cue. 3. Headshots are counted in the PDA for tracking the achievement. 4. The game now has difficulty settings as well. Adjustable at any time. [By player request] 5. A few helpful tutorial tooltips now added relating to the bike and custom weapons. 6. Upon completion of the game, zombie soldiers will begin to spawn in the graveyard. This allows you the opportunity to reach a total of 100 headshots if you haven't already done so.
Lastly, a proper comprehensive tutorial is finally in the works, and will be released as part of the Organosphere V9.5.1 Update. Happy Head-Shotting!!
- Twelv/Rob
Organosphere V0.9.5
Organosphere V0.9.5 NOTE: The weapon customization system is still very much in its infancy, and much expanding on it will be done over the next few months. 1. New customizable weapon system featuring customizable parts and even flamethrower attachments for your rifle as well as extended magazines and more to come soon. Press "F" in-game at any time to customize your weapon. 2. Weapon scope can be switched between no-scope-ADS, a dual red dot/zoom HAMR scope hybrid or instead of having a scope at all, select a rechargeable flamethrower attachment which uses the zoom button to fire flames as an alternative fire. 3. Change barrel types to select between Carbine, Silenced and Mini SMG, different rates of fires and damage types as well as audio dispersion. 4. Choose from different magazine sizes - more extensions like this will be unlockable in future. 5. Both the summer event and Easter event are now officially concluded. New winter event rules will be announced soon, from which after that there will only be one more seasonal event for this year (Halloween) before we loop back to the Xmas Event VOL II 6. Vehicle spawner can now spawn vehicle at any time without accessing inventory, just press "G" on your keyboard. 7. Fixed an issue with enemy soldiers dying instantly no matter where you shoot them. Game is now more balanced/challenging 8. Improved main weapon ADS framing 9. Improved main weapon materials and lighting interactions as well as model appearance. 10. Fixed some missing colliders by main office entrance. 11. Minor map geometry optimization. 12. Weapon Semi-Auto/Auto state controlled directly by barrel type now.
Easter Event
Organosphere presents a seasonal Easter Hunt event for players to enjoy. Find hidden Easter eggs scattered across the map in varying locations, providing a nice way to increase your score and have some light-hearted fun. Stay focused and collect 200 Easter eggs to unlock a unique achievement trophy. This update also includes minor game improvements and festive decorations within the game world. Take part in this relaxed Easter egg hunt and see how high you can climb on the leaderboard.
Eggs are worth 5,000XP each, and an extra 500,000XP for finding the 200th one!
Note: Eggs will re-spawn every time you enter a building and come out, or any time you save/load. Don't worry if you can't find all 200 eggs in one session – they'll continue to spawn until the event ends, and there's no score limit. For instance, if you collect 2,000 eggs, you'll get a total of 10,500,000 points. Take your time and enjoy the hunt!
Organosphere V0.9.4.9
Organosphere V0.9.4.9 1. Added new high quality hair with strand physics for main character. 2. Quad Bike A.T.V. now comes with it's own special off-road helmet. 3. New main menu scene. 4. Fixed some NPC IK issues in arcadia start. 5. Changed weapon switch sound. 6. Made night-time flashlight activate 1 hour earlier. 7. Neatened up some U.I. fonts 8. Optimized vehicle model memory footprint. 9. Switching between red-dot sight and scope now activated/deactivates the physical dot on the scope for better indication. 10. Fixed some missing colliders in arcadia. 11. Changed motorbike third person camera focus point. 12. Fixed issue causing muzzles on weapons loaded on the wall in the Arcadia to heat up the same time as your own muzzle should you be firing inside the ship due to a shared global heat muzzle material. 13. Fixed clipping mounted weapons stock in arcadia. 14. Fixed an issue causing time of day to not always save/load time correctly. 15. Speaking NPC's such as the scientist in the beginning will now speak different words to you based in your mission state on the surface. 16. Removed mosquitos from nature reserve.